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The other part I have seen in C&C HTML5 in which I don't see in C&C Patch 1.06c is the placement of a built structure, similar to what Red Alert has.

Um, what? Are you trying to suggest features for my patch in the discussion thread for this remake?

Because that's not only completely irrelevant and off-topic here, but it's also not going to work. C&C1 is C&C1. Remakes can do whatever the hell they want, but I'm not changing any gameplay behaviour with my patch.

@nyerguds ... I have a quick question about nuke strike... There seems to be a secondary explosion (5x5 grids) after a nuke strikes which also causes extra damage... Would you have any details on how I should implement those?

There doesn't seem to be enough detail in the ini files so I am not sure what I need to do.... Any help would be appreciated...

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Played a bit, and other than a bit of a lag, the game has absolutely no issues that I see. Very good job there, especially with attempting to create realistic unit, building and Tiberium sizes Keep it up!

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@nyerguds ... I have a quick question about nuke strike... There seems to be a secondary explosion (5x5 grids) after a nuke strikes which also causes extra damage... Would you have any details on how I should implement those?

Actually, there is only one explosion, but the way spread damage works seems to be by fading out towards the edges, so I think the nuke does the most damage in the center, and less as it goes towards the edges of its 5x5 area. I'm not entirely sure about this, though. Maybe CCHyper knows more about that.

Superweapons aren't in the ini files because they are actually just animations with special code to do damage, rather than actual fired weapons. This means that in any "play animation" function in the game, if you set it to play the ion cannon or nuke animation, it'll also do the damage. This is the way the demo trucks in Red Alert work; the nuke is quite simply set as explosion to play on the unit's death.

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Actually, there is only one explosion, but the way spread damage works seems to be by fading out towards the edges, so I think the nuke does the most damage in the center, and less as it goes towards the edges of its 5x5 area. I'm not entirely sure about this, though. Maybe CCHyper knows more about that.

Superweapons aren't in the ini files because they are actually just animations with special code to do damage, rather than actual fired weapons. This means that in any "play animation" function in the game, if you set it to play the ion cannon or nuke animation, it'll also do the damage. This is the way the demo trucks in Red Alert work; the nuke is quite simply set as explosion to play on the unit's death.

Check out this video here ...

I am sure there is something extra happening after the initial explosion...

Also, right now I am calculating spread damage by halving damage every spread pixels (based on something I read in the RA.ini file.. Does C&C use the same calculation???)

The damage from my nuke is not the same, but I can't tell what is off.... Is the nuke in C&C a little stronger than the nuke in RA?? What is the value of damage? I am using 1000 damage with a spread of 8.. Is that correct???

By the way, the latest update (0.7.8) has everything added, so go check out the multiplayer to see what I have done so far...

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I am sure there is something extra happening after the initial explosion...

Ohh, that. Ingame, it gives a huge white flash, that's all. The flash just cranks up the brightness, while technically pausing the game. You really just have to see that ingame, since the fact it "pauses by using up all CPU" means the recording app didn't catch it on that video, and just continued after the flash was over.

The flash does not occur in multiplayer, though, so it's an optional little effect.

Also, right now I am calculating spread damage by halving damage every spread pixels (based on something I read in the RA.ini file.. Does C&C use the same calculation???)

Do note that the most commonly evaluated nuke in RA, being the multiplayer one, only does 300 damage.

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Ohh, that. Ingame, it gives a huge white flash, that's all. The flash just cranks up the brightness, while technically pausing the game. You really just have to see that ingame, since the fact it "pauses by using up all CPU" means the recording app didn't catch it on that video, and just continued after the flash was over.

The flash does not occur in multiplayer, though, so it's an optional little effect.Do note that the most commonly evaluated nuke in RA, being the multiplayer one, only does 300 damage.

Apart from the flash, there is also a series of smaller explosions....Something like frag1 ... Seems to occur randomly within a 5x5 grid.... I couldn't figure out the right way to recreate them and make them look nice...

Also, can you confirm the damage and spread values for the nuke for C&C-1? I think my spread is too low, and the nuke seems to take out a cons-yard, which seems a little too strong and is devastating for multiplayer

Dude, this is so awesome. Thanks for sharing this work of yours to us...

Thank you.. Glad you are enjoying it. The current version now includes pretty much ALL the building and units from the original game...

I am currently working on adding alternative multiplayer game types - 2v2, capture the flag, as well as the ability to SPECTATE and watch other people's games. (We already have the option to view game replays with fast forward and resume from mid game)

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Apart from the flash, there is also a series of smaller explosions....Something like frag1 ... Seems to occur randomly within a 5x5 grid.... I couldn't figure out the right way to recreate them and make them look nice...

In that video that's just the exploding grenadiers and buildings. The nuke itself just leaves scorch marks.

Also, can you confirm the damage and spread values for the nuke for C&C-1? I think my spread is too low, and the nuke seems to take out a cons-yard, which seems a little too strong and is devastating for multiplayer

Uhh, of course a nuke takes out a conyard... in single player that is. As I said, in multiplayer the damage is only 300, not 1000.

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The nuke in RA1 is hard-coded to do more damage and/OR have more spread/range in single player than in skirmish. Like I said before you're doing great work and I'm happy you're working on replicating C&C1 behavior. There's lots of small details that one has to reckon with so I suggest adding all the big features first and then refining things later.

What is on your to-do list still? I was wondering how you're importing the maps, are you using the original map files with the same terrain info and scripts/triggers?

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Humvees can get stuck between trees and go left-right in place like in Red Alert 2:

I'm not sure, but I think the lag has been reduced since I last played it.

I've definitely done a lot of optimization to improve the game performance... Glad it's noticable

In that video that's just the exploding grenadiers and buildings. The nuke itself just leaves scorch marks.Uhh, of course a nuke takes out a conyard... in single player that is. As I said, in multiplayer the damage is only 300, not 1000.

Oh ok.... That's a relatively simple fix then... Will get to it

The nuke in RA1 is hard-coded to do more damage and/OR have more spread/range in single player than in skirmish. Like I said before you're doing great work and I'm happy you're working on replicating C&C1 behavior. There's lots of small details that one has to reckon with so I suggest adding all the big features first and then refining things later.

What is on your to-do list still? I was wondering how you're importing the maps, are you using the original map files with the same terrain info and scripts/triggers?

I recreate maps using my own custom built code that converts the ini files to a JavsScript format that I can use.... I still have to do a lot of work to translate the triggers though... In fact the triggers are the reason I haven't converted all the single player maps yet... It's a lot of work

All of these topics made by peterthepigeon seem to have quite some interesting new information.

This is really, really bizarre information, by the way, because my tests showed a medium tank (400 HP) to be damaged to 50% (or 1/3rd, not sure) after a direct hit from a nuke. This totally doesn't stroke with this info, meaning it probably once again boils down to the mysterious spread logics